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@sfnet_ops -a2hProcedure in general is as follows: (Subject to revision; pay attention)
Note: This is only for people who wish to test but do not wish to wait for "stable test," meaning "at least moderately workable pile of fail."
IRC ChannelENIGMA has an IRC channel set up on Freenode. Predictably, it is called #enigma-dev.
This link may take you there.
Revision 4.1 - Added a Linux dependency.
Revision 4.2 - Added note about running LGM from terminal
Revision 4.3 - Added Java Linux package name for the sake of sanity
DependenciesIf you are on Windows, do the following:
- Install an SVN client (either the command line version, or a visual one like RapidSVN or Tortoise)
- Install Code::Blocks (
www.codeblocks.org )
- After checking out the SVN (see "Getting ENIGMA"), Copy this to ENIGMAsystem/additional/zlib/:
http://dl.dropbox.com/u/1052740/libzlib.aIf you are on Linux, you will need the following packages:
- g++
- libgl1-mesa-dev (or similar)
- zlib1g-dev (SHOULD be installed already, but Ism's wasn't)
- codeblocks
- svn / rapidsvn / tortoise
- Java (I -strongly- recommend sun-java6-jre)
Getting ENIGMA to WorkGetting ENIGMA-Check out the SVN repository via the most applicable of the following:
---From command line, you will use svn co
https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev enigma-dev )
---From RapidSVN, go to the Repository menu, and select Checkout. Provide the URL
https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev, and specify where you want it downloaded.
-The above will begin downloading ENIGMA. Let it finish.
-Go to ./trunk/
-Go to ./CompilerSource/
-Open the Code::Blocks project. Find the drop down box that likely reads "Release."
If you're on Linux, set it to "Release-Linux."-Hit compile (blue gear)
-Done, go back up to Trunk
Running ENIGMA Itself (LGM)-Run LateralGM, best done with a terminal via "java -jar lateralgm16b4.jar" --
This terminal should have +++++++++++++ at the bottom.---If it does not, or if that errors, paste output here.
------If the terminal errors that java is not a valid application, then you are on Windows.
------Find "java.exe" and add its directory to your PATH variable from the control panel.
-Make something simple (like a single object drawing a graded circle; that's what I've been using as a preliminary test)
-Under the "Enigma" menu, hit "Run"
-Check the terminal window (the one I hope you used to run LGM) for syntax errors.
---If there is one that you don't think is correct, post it here. (I'm currently developing the syntax checker).
-Your code has now been secretly translated to C++ behind your back.
Testing the Game You Just "Ran"-Open trunk/ENIGMAsystem/SHELL/ENIGMAengine.cbp in Code::Blocks
-Select your OS from the dropdown box once more (Debug is faster to build, release will run fastest)
-Press Compile
---If anything errors and you think you followed the above correctly, right click the error list, select "Copy Contents to Clipboard," and paste them all here.
-Press run.
---If it doesn't behave as expected, describe what went wrong here
What now?Repeat the step starting at "Make something simple" until you're sick of finding bugs.
The most immediate concern is that everyone can achieve a simple circle.
Common ErrorsENIGMAerror: ‘instdata’ was not declared in this scope
--This means you did not actually create a game from LGM (By clicking "Run") before trying to compile it, the compile failed due to syntax errors, or you restarted LGM in the meantime. It isn't really an error.
LateralGM- SvnKit missing, corrupted, or unusable. Please download and place next to the enigma plugin in order to enable auto-update.
---This is not an error. It is a warning thrown by Enigma.jar, warning you that it's not able to update itself if you don't have SvnKit. Of course, Enigma doesn't need to update itself.
- Unable to load plugin: SvnKit.jar: null: Missing plugin entry point (LGM-Plugin)
- Unable to load plugin: jna.jar: null: Missing plugin entry point (LGM-Plugin)
---These are not errors. They are warnings thrown by LGM indicating that it can't load those files as LGM Plugins -- because they *aren't* LGM Plugins! Basically these are just reminders to the devs that we shouldn't just throw every darned file we need access to in the Plugins folder >_<